lightmap patchmeta issues...


(Sub-Zero) #1

hey guys…

http://home.comcast.net/~orez-bus/shot0026.jpg

Fast build

%q3map2% -fs_basepath …\ -v -meta -patchmeta -subdivisions 4 %1.map
%q3map2% -fs_basepath …\ -v -vis -fast %1.bsp
%q3map2% -fs_basepath …\ -v -light -faster -patchshadows %1.bsp

Full build

%Q3MAP2% -fs_basepath …\ -meta -skyfix -patchmeta -subdivisions 4 -samplesize 16 -v %1.map
%Q3MAP2% -fs_basepath …\ -vis -v %1.bsp
%Q3MAP2% -fs_basepath …\ -light -samples 3 -bounce 8 -fastbounce -patchshadows -samplesize 16 -bouncegrid -cpma -v %1.bsp

When using -patchmeta (pretty much any subdivision value), I get these dark lines along edges of the lightmaps on some bevels which are 64x64 (think jumppad with '‘outside’ curved border patches 16 in width). While the instances appear random, it is always the same set of patches and/or locations on the map that get these. I’ve created instances where these patches touch no other brushes, tried func_grouping them, snapping the vertexes to grid (just to be sure) and finally, drawing them by hand, and have had no success.

Any ideas, urls, or keywords I should search with? Various combinations of ‘bevel’ and ‘lightmap’ haven’t turned up much and I haven’t run into this problem before.

Thanks for any input you may have…

edit
using -nosurf on the light pass gets rid of them, but then suns/skylights don’t work and it looks like that patch lightmaps don’t blend with brush lightmaps sometimes? shrug

2nd edit
seems like it happens only when the bevel vertexes are not on the grid major. This is why it appears on some and not on others. I’m not sure how I can work around this.

3rd edit
playing with DEFAULT_INHIBIT_RADIUS in q3map2.h can make these seams go away, but I’m not sure if this breaks anything else (probably). As I move away from the default value (1.5f), the seems gradually disappear. at 16.0f, they’re not noticable. This probably breaks other things so I’d rather not resort to this fix.


(obsidian) #2

Don’t use -faster, use fast. And you can even use that with final compiles. Don’t use fastbounce. Samplesize 16 is default, so you don’t need to set it if you’re not changing the sample size.

For Q3A, I use these general compile switches (and then tweak accordingly):
-light -fast -patchshadows -samples 3 -bounce 8 -gamma 2 -compensate 4 -dirty

I think this is more of a problem with brush/patch building techniques rather than anything to do with Q3Map2 directly. Especially since it seems to solve itself when you’re moving the vertexes off the major grids. You’ll probably have to post some editor shots that shows us exactly how you are constructing that bevel.


(Sub-Zero) #3

Yeah I use -faster just for quick lighting tests etc. I find that -gamma 2 -compensate 4 looks ‘flat’ so I don’t use it. Anyway, the problem happens with either fast or full builds, regardless as to what settings I use (except -nosurf). The seams show up in vertex and lightmap modes as well.

http://home.comcast.net/~orez-bus/bevel.jpg
I hope this shows you what you need to see. If you like, I can send you a small .map so you can look at it firsthand. Then you could move it on grid, then off and see for yourself.


(obsidian) #4

Hmmm… upload the map file somewhere and I’ll take a look.


(Sub-Zero) #5

Here you go…
http://home.comcast.net/~orez-bus/jpad.zip
It is just an isolated example cut from the full map in a box to demonstrate.

I compiled with this:

%Q3MAP2% -fs_basepath …\ -v -meta -patchmeta -subdivisions 4 jpad
%Q3MAP2% -fs_basepath …\ -v -vis -fast jpad
%Q3MAP2% -fs_basepath …\ -v -light -faster -patchshadows jpad

These lines show up only if I use -patchmeta (looks like subdivisions value doesn’t matter), the patches are offcenter from the grid major, and -samplesize is 16 or greater. The radiosity of a final compile washes the effect out somewhat, but the lines are still very noticable. -samplesize less than 16 seem to eliminate or reduce these lines. One thing to note is that when I remove -samplesize 8 from the -light pass but leave it on the bsp pass, there are still no lines.

Thanks for your time and help.


(SCDS_reyalP) #6

are you using phong shader for that ?


(Sub-Zero) #7

I tried that with -shade and -shadeangle…didn’t seem to make much difference IIRC.